newt's Forum Posts

  • Something like that:

    + System: On start of layout

    -> Dictionary: Add key "a" with value "a"

    ----+ Dictionary: For each key

    -----> Array: Set value at loopindex to Dictionary.CurrentValue

    Edit:

    Ok Dictionary doesn't have an index.

    So you need to be more specific on what you want to do.

  • Yeah that's a tough one.

    We have no non object specific sorter.

    Other than a loop that is. If you did it that way I would guarantee it would be slow.

  • There's no such thing as a Table in Construct 3, but I'm going to say you would probably make a list using "For Each Key".

    You might want to look at Array instead of Dictionary.

  • See my second and fourth post.

  • You may be overly complicating things with the multiple arrays.

    In fact I wouldn't use uids at all.

    Ideally you would serialize the associated objects at creation using variables.

    Pick them later via monsterfamily.variable=itemfamily.variable

    If you create them in a loop, use the loopindex as its identifier.

    Items are automatically picked on creation.

    You can assign those ids at creation if you time it correctly.

  • The "child" objects have to be unique objects to work in a container.

    Just add more objects to meet the requirements.

    Like you can't put a hat in a container and let them all share the hat.

    If they all have hats you have to add unique hat objects, even if its the same image.

  • Try 0.3*dt

  • You can't add containers to containers.

    There's a logic issue you have to consider.

  • Just use a family.

    When using containers:

    When you create one part of the container you automatically create all the other parts.

    When you destroy one part of the container you automatically destroy all the other parts.

    When you pick one part of the container you automatically pick all the other parts.

    Edit:

    If you are using only one frame then you can just use instancing.

    You just have to use instance variables, and other things like IID.

    You can also work this way using animations, although it gets more complicated if you have multiple animations for each character.

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  • Not a bug.

    It's not a parent child relationship. It's a partnership.

    One cannot exist without the other.

  • Picking is per tick.

    That's the basis of the engine. Every tick it asks should it do this or not.

    I would suggest using less functions, as they break picking. Use global variables, and instance variables instead.

  • Is there a C2 plug for the api?

    Are C3 games acceptable, and is there a plug for if so?

  • Yeah every other row, set the tile x to the tile width + 1/2 tile width worked for me.

    Still might be a good idea to have a plug to do hex calculations. Of course the question is if it should be in the tilemap plug.